# DLSS Ray Reconstruction crashes editor

**URL:** <https://forums.unrealengine.com/t/dlss-ray-reconstruction-crashes-editor/2667132>\
**Category:** Rendering\
**Tags:** unreal-engine, Ray-Tracing, crash, Shaders, Blueprint, question\
**Created:** [October 21, 2025, 8:31am UTC](https://forums.unrealengine.com/t/dlss-ray-reconstruction-crashes-editor/2667132 "2025-10-21T08:31:50Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![OneNot](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/onenot/32/746410_2.png) [@OneNot](https://forums.unrealengine.com/u/OneNot)\
**Post date:** [October 21, 2025, 8:31am UTC](https://forums.unrealengine.com/t/dlss-ray-reconstruction-crashes-editor/2667132/1 "2025-10-21T08:31:50Z")

</div>

After updating my project to 5.6, it started crashing. I quickly found that the issue was Ray Reconstruction. I disabled it and the problem immediately went away. (Still using DLSS-SR and NIS sharpening).

Now, sometime later, I’m trying to fix RR. I updated to the latest version of the plugin, but I still have the same issue. The error I get is:  
`Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp] [Line: 533]`  
`Shader compilation failures are Fatal.`

The crash happens immediately after/during enabling RR via the `Enable DLSS-RR`node.

That line in the error is for `HandlePipelineCreationFailure`, so something to do with shader compilation I suppose.

I’m mostly working with blueprints on this, at least for now.

For the record, I am first ensuring that HW Lumen is on and checking that `Is DLSS-RR Supported`returns true, before attempting to enable RR.

There is also the case of the `r.Lumen.Reflections.BilateralFilter` issue. The DLSS documentation mentions an issue with UE5.2 and UE5.3 that necessitates setting this to 0 via engine config because setting it at runtime causes a crash. This was fixed at some point by Epic, but Nvidia still expects you to handle it yourself (at least as of when I last checked on whatever was the newest version of the DLSS plugin before UE5.6) even though you can change it at runtime now. Regardless, for the purposes of debugging RR, I just set `r.Lumen.Reflections.BilateralFilter=0` in the config for now, so that I can rule out this issue.

Any idea why RR crashes the engine?

**Edit:**

> **Some more logs**
>
> ```auto
> [2025.10.21-08.59.40:997][118]LogD3D12RHI: Error: Failed to create pipeline state with combined hash EA98E289955B3282, error 80070057.
> 
> [2025.10.21-08.59.40:998][118]LogD3D12RHI: Warning: Failed to create graphics PSO with combined hash 0xEA98E289955B3282:
> 
> AlphaToCoverageEnable = 0
> 
> IndependentBlendEnable = 1
> 
> RenderTarget[0] = { 0, 0, 0x2, 0x1, 0x1, 0x2, 0x1, 0x1, 0x0, 0xF }
> 
> RenderTarget[1] = { 0, 0, 0x2, 0x1, 0x1, 0x2, 0x1, 0x1, 0x0, 0xF }
> 
> RenderTarget[2] = { 0, 0, 0x2, 0x1, 0x1, 0x2, 0x1, 0x1, 0x0, 0xF }
> 
> RenderTarget[3] = { 0, 0, 0x2, 0x1, 0x1, 0x2, 0x1, 0x1, 0x0, 0xF }
> 
> RenderTarget[4] = { 0, 0, 0x2, 0x1, 0x1, 0x2, 0x1, 0x1, 0x0, 0xF }
> 
> SampleMask = 0xFFFFFFFF
> 
> FillMode = 3
> 
> CullMode = 1
> 
> FrontCounterClockwise = 1
> 
> DepthBias = 0
> 
> DepthBiasClamp = 0.000000
> 
> SlopeScaledDepthBias = 0.000000
> 
> DepthClipEnable = 1
> 
> MultisampleEnable = 1
> 
> AntialiasedLineEnable = 0
> 
> ForcedSampleCount = 0
> 
> ConservativeRaster = 0
> 
> DepthEnable = 0
> 
> DepthWriteMask = 0
> 
> DepthFunc = 8
> 
> StencilEnable = 0
> 
> StencilReadMask = 0xFF
> 
> StencilWriteMask = 0xFF
> 
> FrontFace = { 1, 1, 1, 8 }
> 
> BackFace = { 1, 1, 1, 8 }
> 
> InputLayout.NumElements = 2
> 
> InputLayout[0] = { "ATTRIBUTE", 0, 0x2, 0, 0, 0x0, 0 }
> 
> InputLayout[1] = { "ATTRIBUTE", 1, 0x10, 0, 16, 0x0, 0 }
> 
> IBStripCutValue = 0x0
> 
> PrimitiveTopologyType = 0x3
> 
> NumRenderTargets = 5
> 
> RTVFormats[0] = 0x1A
> 
> RTVFormats[1] = 0x1A
> 
> RTVFormats[2] = 0xA
> 
> RTVFormats[3] = 0x29
> 
> RTVFormats[4] = 0x29
> 
> DSVFormat = 0x0
> 
> SampleDesc = { 1, 0 }
> 
> NodeMask = 0x1
> 
> Flags = 0x0
> 
> ```

Everything else seems same as without RR, so this is the relevant part of the log that prints immediately as `Enable DLSS-RR` is called.  
I enabled `r.ShaderDevelopmentMode=1` so I assume that last part of the log snippet I added is the shader that fails, but that doesn’t really tell me anything…

---

<div class="post-metadata">

**Author:** ![brs-sebascova](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/brs-sebascova/32/1052483_2.png) [@brs-sebascova](https://forums.unrealengine.com/u/brs-sebascova)\
**Post date:** [October 21, 2025, 2:26pm UTC](https://forums.unrealengine.com/t/dlss-ray-reconstruction-crashes-editor/2667132/2 "2025-10-21T14:26:40Z")

</div>

Hello there @OneNot!

Checking around the community, the DLSS failed pipeline error you are getting is usually related to a graphic conflict, either with the active DX, or the current video drivers in your system. Please test the following steps:

- First, the most usual solution, perform a clean install of your current drivers using any free uninstaller tool, then update to the latest version. If available, please use Developer drivers.

- Then, ensure your OS has the latest updates installed ,as well as your DLSS plugin version. Confirm the one you are using is compatible with your UE install.

- Once all updates are done, if the issue persists, the next step is to perform a cache clear in your project. Go to it’s main directory, and delete folders Saved, Intermediate, and DerivedDataCache. After that, restart your project, and allow the shaders to recompile.

- At this stage, you can also try switching between DX11 and DX12.

- Finally, if the problem is not resolved yet, it could be tied to the project itself. In order to know this, open a blank project, add the same DLSS plugin build, and test if the issue re-appears.

For further methods to test, please check the related scenario below:

> [@LogD3D12RHI: Error: Failed to create pipeline state with combined hash.- Crash in editor and packaged builds (Source Build of Engine)](https://forums.unrealengine.com/t/logd3d12rhi-error-failed-to-create-pipeline-state-with-combined-hash-crash-in-editor-and-packaged-builds-source-build-of-engine/1949177):
>
> Im using a source build of UE 5.4.3, I just setup baked lighting for my level. Does anyone know why after a minute or so of having the level open, the engine will crash with the following error. this also occurs in packaged builds for windows and android (android device is a quest 3) fatal error: [File:C:\Unreal Engine\UnrealEngine5.4-Source\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp] [Line: 419]Shader compilation failures are Fatal. Ive attempted: Recompiling the Source buil…
